ed Artillery will give you two life every time it taps (you gain back life equal to the damage it does to you) one or two of them can allow you to quickly overtake the board, as well as exploit the quirky nature of Lifelink

means that they can now take down anything that isn't indestructible on their own, making the card well worth its high cost. The deck has been tweaked to provide more answers, as well as make room for a little more land, although it can still play well and even win without having any more than three lands in play.

For those of you who haven't read the original article, a brief run-down of the deck and how it works:

- The same card three times, this is what makes the deck work. Don't be afraid to start using them to take out your opponent's creatures right away, even if you take damage, since once they have Lifelink

- This is what makes Life Artillery 2.0 work, and it is your MVP. With it, any of your Artillery guys can take out anyone, and since it is Equipment, it can be attached to new creatures whenever necessary. You can even toss it back and forth among creatures, enabling each one to have Lifelink

- There is no reason a white deck shouldn't run four of these. It is the answer to anything and everything. Planeswalkers, artifacts and enchantments would otherwise stop you dead in your tracks, but Oblivion Ring

- Any White/Red deck needs to run this, since it is just too good not to run. It enables you to get a head start on building up your life total and wiping out opposing creatures, and it can provide a six point life swing when necessary.

- Seeing as this was reprinted in M10 and M11 and is therefore very easy to get, why wouldn't I run this? Especially when your Artillery needs extra power to finish something off.

Lands - The mana base is still awkward, since there really is no good way to meet the awkward requirements of the deck. It needs WRR every third turn, without fail, and the only way to do that affordably is to use tap-lands, which of course means the deck can't do much on most early turns. Still, with cards like Lightning Helix

, you won't sit idle in those early turns, even though more than half the lands in the deck effectively come into play tapped.

The deck is every bit as fun as the original, only powerful enough to be a serious kitchen-table threat. While every bit as vulnerable to mass removal as it ever was, it is a great little deck to play with friends, and it has the ability to withstand most opponents. Excepting the Basilisk Collar